﻿Shader "LX/simpleNoise"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags
        {
            "RenderType"="Opaque"
        }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

         

            float simpleNoise(float2 uv)
            {
                return frac(sin(dot(uv, float2(50, 50))) * 43758.5453);
            }

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv=v.uv;
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float col = simpleNoise(i.uv);
                return col*fixed4(1,1,1,1);
            }
            ENDCG
        }
    }
}